However, the new wider FOV again worked much better for me than the suggested one, Again, I ended up with an FOV angle somewhat bigger to the one that I got from the FOV calculator. Then I took my ACC triple-screen-screenshot and used it as reference to match the FOV of AMS2 to this screenshot (by position of mirror, wipers, rollbar cage etc). Now, I selected the same car in AMS2 like in ACC (AMG GT3) and also put the in-car seat-position to 0/0 default. I always had issues judging distances correctly. Previously, I had also set up AMS2 according to an FOV calculator from the internet, but I was never really happy with the outcome. Then, I switched to another game, Automobilista 2. So, I increased FOV angle from 30 degrees to 34 degrees, and get a good mimicking of the triple-screen-setup without the FPS loss. Since the triple-screen setup gave me the color-problems mentioned here in this topic, and also led to some FPS loss, I decided to keep the single-screen setting and change the FOV angle to roughly match the left-to-right-panorama in the triple-screen-screenshot. The left-to-right panorama in the single-screen config was somewhat smaller than what the triple-screen setup gave me. Afterwards, I calculated the recommended FOV for single-screen which gave me a recommended FOV of 30 degrees. The seat adjustment in-car was 0/0, so default. Speaking of which.Hi all, I did some interesting experiment today.įirst, I set up my 49 inch ultrawide screen (32:9, 63 cm distance to my eyes) as a triple screen and took a screenshot. Instead, since I have no space right now for triples, I will have to stick with a big FOV until I can afford to dip my toe into the VR world. It'd be just like driving with blinkers on. don't go too wide!Ĭan you imagine driving a real car with the kind of FOV you'd calculate for your PC screen? It should basically be identical to taking a picture frame of the same size as your monitor bezel out to your car and plonking it pretty much where the windscreen sits or maybe a wee bit closer. If you go too wide, braking distances become very tricky, so. at corners, seeing other cars, absolutely wins the day for me. The extra information you get from the wider FOV (provided you don't get stupidly wide) e.g. People do say "you'll get used to it", to which my reply is "use a big FOV, you'll get used to it" - by which I mean that when you are immersed in it, your brain is perfectly capable of working out that the FOV isn't quite like the naked eye would perceive, and coping with that, and giving you the right feeling for driving. I confess I didn't really give it much time to try and try and try to improve with it, but I felt that it was common sense that it was not going to work for me. I have tried narrowing the FOV in various sims and basically hated it on each occasion. (yeah OK, pun intended but I do find it somewhat surprising that it's such a controversial thing). In the meantime, try Crew Chief, other spotters, Helicorsa, etc., and always use a virtual mirror in online races. If the cars in my partially visible windscreen look threateningly large, I can kid myself that I'm a racing driver.Ī low FoV takes some getting used to, but after a while there's no going back. If the whole windscreen on my monitor is the size of an A4 sheet of paper, I'm well aware that I'm playing a computer game. VR fans love the feeling of actually being seated in a car, but the sense of scale is a large part of that: everything is life-size. The pleasure of seeing objects as they appear in real life is the reason for using a realistic FoV. What's the point of all the intensive research and the gorgeous graphics if the player can't even see them? (A solution lies in huge monitors or VR, which come with their own problems.) Unfortunately, the lovely interior detailing, the exciting steering wheel, the gameplay-enhancing wing mirrors often disappear when using a 1:1 view. (Even now, media outlets rarely show a 1:1 field of view in their reviews if more did so, perhaps more people would try it.) These always featured the wheel, the whole windscreen and both wing mirrors, as if to remind the player that this was indeed a driving game. As graphics improved, the first cockpit views appeared. The problem may stem from the history of the racing game/sim, which at first gave a viewpoint that wasn't even in the car but from behind the car. It is a wrench to change from a "normal" FoV to a 1:1 view, but the long-term benefits are worth pursuing.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |